class RPGAttachment extends KFWeaponAttachment;

simulated event ThirdPersonEffects()
{
	if( FiringMode==1 )
		return;

	Super.ThirdPersonEffects();
}

defaultproperties
{
     mMuzFlashClass=Class'RGPBackFlashEmitter'
     MovementAnims(0)=JogF_LAW
     MovementAnims(1)=JogB_LAW
     MovementAnims(2)=JogL_LAW
     MovementAnims(3)=JogR_LAW
     TurnLeftAnim=TurnL_LAW
     TurnRightAnim=TurnR_LAW
     CrouchAnims(0)=CHwalkF_LAW
     CrouchAnims(1)=CHwalkB_LAW
     CrouchAnims(2)=CHwalkL_LAW
     CrouchAnims(3)=CHwalkR_LAW
     WalkAnims(0)=WalkF_LAW
     WalkAnims(1)=WalkB_LAW
     WalkAnims(2)=WalkL_LAW
     WalkAnims(3)=WalkR_LAW
     CrouchTurnRightAnim=CH_TurnR_LAW
     CrouchTurnLeftAnim=CH_TurnL_LAW
     IdleCrouchAnim=CHIdle_LAW
     IdleWeaponAnim=Idle_LAW
     IdleRestAnim=Idle_LAW
     IdleChatAnim=Idle_LAW
     IdleHeavyAnim=Idle_LAW
     IdleRifleAnim=Idle_LAW
    FireAnims(0)=Fire_Crossbow
    FireAnims(1)=Fire_Crossbow
    FireAnims(2)=Fire_Crossbow
    FireAnims(3)=Fire_Crossbow
    FireAltAnims(0)=Fire_Crossbow
    FireAltAnims(1)=Fire_Crossbow
    FireAltAnims(2)=Fire_Crossbow
    FireAltAnims(3)=Fire_Crossbow
    FireCrouchAnims(0)=CHFire_Crossbow
    FireCrouchAnims(1)=CHFire_Crossbow
    FireCrouchAnims(2)=CHFire_Crossbow
    FireCrouchAnims(3)=CHFire_Crossbow
    FireCrouchAltAnims(0)=CHFire_Crossbow
    FireCrouchAltAnims(1)=CHFire_Crossbow
    FireCrouchAltAnims(2)=CHFire_Crossbow
    FireCrouchAltAnims(3)=CHFire_Crossbow
    HitAnims(0)=HitF_LAW
    HitAnims(1)=HitB_LAW
    HitAnims(2)=HitL_LAW
    HitAnims(3)=HitR_LAW
    PostFireBlendStandAnim=Blend_LAW
    PostFireBlendCrouchAnim=CHBlend_LAW
    bHeavy=True
    Mesh=SkeletalMesh'RPG7DTv2_A.RPG7_3rd'
}
